added shaders, but ran into performance issues. will need refactor

This commit is contained in:
2026-07-07 17:57:25 -07:00
parent ad2e84c279
commit 85cfdaab49
12 changed files with 139 additions and 78 deletions
+29 -25
View File
@@ -6,7 +6,9 @@
#include "helpers.cpp"
#include "shaders/shader.cpp"
#include "shaders/colorshader.cpp"
#include "shaders/gradientshader.cpp"
// #include "shaders/gradientshader.cpp"
#include "shaders/hgradientshader.cpp"
#include "shaders/vgradientshader.cpp"
namespace UwU {
// Buffer object - can be a wayland surface or a virtual buffer
@@ -32,34 +34,36 @@ namespace UwU {
uint16_t stride;
void drawPixel(Coord2 coord, Color color) {
if (color.a == 0) {return;}
size_t i = (size_t)coord.y * stride + (size_t)coord.x * 4;
uint8_t b0 = pixels[i + 0];
uint8_t g0 = pixels[i + 1];
uint8_t r0 = pixels[i + 2];
uint8_t b = Helpers::lerp8(b0, color.b, color.a);
uint8_t g = Helpers::lerp8(g0, color.g, color.a);
uint8_t r = Helpers::lerp8(r0, color.r, color.a);
pixels[i + 0] = b; // B
pixels[i + 1] = g; // G
pixels[i + 2] = r; // R
// uint8_t b0 = pixels[i + 0];
// uint8_t g0 = pixels[i + 1];
// uint8_t r0 = pixels[i + 2];
// uint8_t b = Helpers::lerp8(b0, color.b, color.a);
// uint8_t g = Helpers::lerp8(g0, color.g, color.a);
// uint8_t r = Helpers::lerp8(r0, color.r, color.a);
pixels[i + 0] = color.b; // B
pixels[i + 1] = color.g; // G
pixels[i + 2] = color.r; // R
pixels[i + 3] = 0xff; // A
return;
}
void drawPixelShader(uint16_t x, uint16_t y, uint16_t u, uint16_t v, Shader& shader) {
size_t i = (size_t)y * stride + (size_t)x * 4;
uint8_t b0 = pixels[i + 0];
uint8_t g0 = pixels[i + 1];
uint8_t r0 = pixels[i + 2];
Color newColor = shader.color(u, v);
uint8_t b = Helpers::lerp8(b0, newColor.b, newColor.a);
uint8_t g = Helpers::lerp8(g0, newColor.g, newColor.a);
uint8_t r = Helpers::lerp8(r0, newColor.r, newColor.a);
pixels[i + 0] = b; // B
pixels[i + 1] = g; // G
pixels[i + 2] = r; // R
pixels[i + 3] = 0xff; // A
return;
}
// void drawPixelShader(uint16_t x, uint16_t y, Shader& shader) {
// Color newColor = shader.color(x, y);
// if (newColor.a == 0) {return;}
// size_t i = (size_t)y * stride + (size_t)x * 4;
// // uint8_t b0 = pixels[i + 0];
// // uint8_t g0 = pixels[i + 1];
// // uint8_t r0 = pixels[i + 2];
// // uint8_t b = Helpers::lerp8(b0, newColor.b, newColor.a);
// // uint8_t g = Helpers::lerp8(g0, newColor.g, newColor.a);
// // uint8_t r = Helpers::lerp8(r0, newColor.r, newColor.a);
// pixels[i + 0] = newColor.b; // B
// pixels[i + 1] = newColor.g; // G
// pixels[i + 2] = newColor.r; // R
// pixels[i + 3] = 0xff; // A
// return;
// }
};
}